Blaster Disaster

By DB Draft, in X-Wing Battle Reports

Had a go trialling the new Blaster turret upgrade using the following list:

Dutch Vander + R5-K6 + Ion Cannon + Proton Torpedo

Gold Squadron + Blaster

Gold Squadron + Blaster

Gold Squadron + Blaster

This was up against a double Firespray build with Kath and Krassis both with Ion Cannons and Gunners with one having Deadeye + Homing Missile and another a Proton Torpedo (Slave 1 upgrade).

First off once in range both the Homing Missile and Proton Torpedoes hit different Y wings and did 3 hits each, completely stripping off their shields. But they build Y wings tough and soon they were target locking and 2 were sent after each Firespray. The Y wings then did a lot of focussing to activate their new blasters. These were fun and the use of Target Locks easily compensated for no focus in the attacks. Dutch let loose his proton and hit and the droid managed to regenerate his target lock and pass on another lock. The Firesprays were handled very well and darted around the asteroids avoiding near collisions. Dutch managed to eventually double ion Kath at the same time as she ioned him, next round they drifted past each other and Dutch was lucky to be out of Kath's fire arc or he could have been in trouble. Blasters then finished her off and even Krassis was brought down as well in the end leaving 2 heavily damaged Y wings (including Dutch).

Overall the blasters are a nice addition, being able to do 2 or 3 hits (including crits) was worthwhile. I think 2 ion cannons and 2 blasters would have been a good alternative to more quickly disable the large ships. The use of target locks was great and highly beneficial. Not sure how this would go against a TIE swarm but that is something to try next time.

A thought occurs. Blaster Turret on Horton Salm would be hilariously nasty.

True but only at range 2 unfortunately. I think target locks are better as both blanks and focus results can be rerolled at any range. So someone that can hand out target locks or focus tokens for free is best.

Very cool, thanks for the trial report on blaster turrets!

I started out playing Y-wings initially when X-wing was first released, and it's great to see that the space-faring A-10's will get a boost like this. It opens up a handful of list-building options with all-Y-wing groups, and I'd imagine this opens up a whole mess of new tactical options when paired with other Rebel builds.

I agree too that having 2-2 of blaster turrets and ion cannons in a 4 Y-wing build sounds solid… guess I'll have to give this a try myself… now, where to get a 4th Y-wing…?

Taking a stab at a Y-wing build from the armchair:

Since 'Dutch' Vander wants to be acquiring target locks, I'm thinking that keeping him equipped with the Ion Cannon is best.

I could see Horton Salm going either way (blaster or ion), but I think I'd give him a Blaster if I knew I'd have Dutch in the same list - without Dutch, I'm guessing an Ion Cannon would be better?

The Golds and Greys I'm assuming could go either way so long as you have somebody like Dutch, Lando, etc. who can hand out free actions in various forms to support their newly acquired firepower. Or not, who knows until we all get it in our hands.

One particular list comes to mind now that I'm thinking about this:

"Dutch" Vander w/ Ion Cannon Turret (28 points)

Grey Squadron Pilot w/ Blaster Turret (24 points)

Grey Squadron Pilot w/ Blaster Turret (24 points)

Grey Squadron Pilot w/ Blaster Turret (24 points)

Suppose I'll have to give this a try at league next tuesday if there's a willing opponent.

I agree that Dutch is more useful with the ion cannon so he can hand out TLs. Having the droid onboard gives a chance of even more TLs. Being able to ionise targets is pretty important and should help to set up the other Y wings. As most ships have a limited front fire arc but are likely to shoot first it is very useful to be able to get out of their arc and still hit them with a turret weapon.

I have never worried about having no medals for the Y wings. They are still cool and effective.

Please post your game results here when you have done and may the (ion or blaster) force be with you!

Obviously the name of my squad is "Goldie-Locks" complice

I love playing Y-Wings and am now looking forward to the blaster turret. Thanks for the preview!

I only wish they would put 2 blaster turret upgrades in each "Moldy Crow" expansion, as I have only preordered 2 of these. Thanks for the feedback and totally agree that Y wings are fun to use.

I think a 50/50 mix of ion/blaster turrets would well in a Y-wing squadron.

Dutch Vander + R5-K6 + Ion Cannon

Gold Squadron + Ion Cannon

Gold Squadron + Blaster

Gold Squadron + Blaster

Is also the List I have in mind.

TL goes from Blaster Gold 1, if there is a second TL it goes to the other Blaster Gold.

Ion Canons shot on Ties which are facing away to let them taken out of shoting for one turn or at Ties who have only 1 HP left.

This build leaves 3 points. Maybe 3times R5 on the Golds.

If only we get our upgraded two seat Y-Wings I can see a solid Recon Specialist+Blaster Turret build.

Only downside is, that you only shot your Blaster-Turret if the Y-Wing can take an action. Playing against a High level 6 Tie swarm of my usual opponent he blocks my movement and the Y-wings stays directly in front of his Ties and on that Range, 3 Ties are enough to toast one Y-wing in one turn with Howlrunners help.

But if there is one in front of the Y-Wing forget your Turret and use Focus, TL for 3 Dice in Range 1.

Edited by Glorian Underhill